| 000 | 03772cam a2200361 a 4500 | ||
|---|---|---|---|
| 999 |
_c1165 _d1165 |
||
| 001 | 16992747 | ||
| 003 | OSt | ||
| 005 | 20190903154914.0 | ||
| 008 | 111007s2012 nyua b 001 0 eng | ||
| 010 | _a 2011039472 | ||
| 020 | _a9780415897723 | ||
| 040 |
_aDLC _cDLC _dDLC |
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| 042 | _apcc | ||
| 050 | 0 | 0 |
_aLB1029.G3 _bU75 2012 |
| 082 | 0 | 0 |
_a371.33/7 _223 |
| 084 |
_a371.337 WHI M _2bisacsh |
||
| 245 | 0 | 0 |
_aUsing games to enhance learning and teaching : _ba beginner's guide / _cedited byNicola Whitton, Alex Moseley. |
| 260 |
_aNew York : _bRoutledge, _c2012. |
||
| 300 |
_axv, 210 p. : _bill. ; _c24 cm. |
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| 504 | _aIncludes bibliographical references (p. [199]-206) and index. | ||
| 505 | _aPart I: Background Chapter 1 Introduction Alex Moseley and Nicola Whitton Chapter 2 Good game design is good learning design Nicola Whitton Part II: Applying game principles to education Chapter 3 Challenge: Levelling up Nicola Whitton Chapter 4 Community: The Wisdom of Crowds Michelle A. Hoyle and Alex Moseley Chapter 5 Narrative: Let me tell you a story Nicola Whitton and Dave White Chapter 6 Competition: Playing to win? Alex Moseley Chapter 7 Multiple media: A picture is worth a thousand words Peter Whitton Part III: Creating games for learning Chapter 8 Authentic contextual games for learning Simon Brookes and Alex Moseley Chapter 9 Mapping games to curricula Alex Moseley and Rosie Jones Chapter 10 Assessment and games Alex Moseley Chapter 11 Designing low-cost games for learning Nicola Whitton and Alex Moseley Part IV: Games in Practice Chapter 12 Developing Alternate Reality Games for learning Katie Piatt Chapter 13 Evaluating Immersive Virtual Environments for learning Sarah Smith-Robbins Chapter 14 Alternate Reality Games and Literature Danielle Barrios-O'Neill and Alan Hook Part V: Conclusions Chapter 15 Conclusions Nicola Whitton and Alex Mos | ||
| 520 |
_a"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"-- _cProvided by publisher. |
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| 520 |
_a"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity" -- _cProvided by publisher. |
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| 650 | 0 | _aEducational games. | |
| 650 | 0 | _aComputer games. | |
| 650 | 0 |
_aEducation _xComputer network resources. |
|
| 650 | 7 |
_aEDUCATION / General. _2bisacsh |
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| 700 | 1 | _aWhitton, Nicola. | |
| 700 | 1 | _aMoseley, Alex. | |
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
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| 942 |
_2ddc _cSTS |
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